Bestan, Onamin (Pathfinder Race)

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Onamin (Gold Dragon Tribe)[edit]

Another of the Bestan tribes of the New World, the Onamin are descended from civilized Bestan dwelling in an isolated valley, having driven out the primal Acheti from their valley long ago. Their advance was stopped by the Black Spire tribe, also called the Nesran. Since then they have remained in their valley, having little to do with the outside world.

Once led by a great gold dragon named Aryn'ykkx, his blood has become a permanent part of their genetics. All Onamin are naturally tough and resistant to fire, and sorcerers are very common in their society. Genetically they are little more than Bestan with gold dragon blood, but despite this they dislike other Bestan and refuse to deal with them.

Physical Description[edit]

Onamin are tall and sturdy humanoids with gold-tinged skin and short tails hanging almost to their knees. Spiraled horns touch off from just beyond the corner of their green eyes and cast backward around their head. Males’ horns are generally longer than females’ horns. In extremely rare cases the horns touch in the back and grow together. This “crown” is considered a symbol of great power.

Society[edit]

Onamin society is very focused on law and often comes across as oppressive to outsiders. For Onamin the quality of life in their kingdom depends greatly on their king. He is a living god, the divine reincarnation of the great gold dragon that once led their people, and his will is absolute. Under a good king their society can be just and fair, but under an evil king it will quickly descend into tyranny.

Slavery is still commonly practiced among Onamin. Surprising to most old-worlders, however, is that the form of slavery practiced in their kingdom has very little to do with the brutal tortures practiced by drow, devils, and other evil races. While still treated as little more than property Onamin slaves do have some rights. The amount of work placed on a slave must be reasonable, and they must pass regular health inspections to ensure they receive fair treatment.

Relations[edit]

Onamin get along poorly with other races, due to their isolated history. Up until recently the only non-Onamin they had any contact with were the various other Bestan races. Among the old world races they get along best with the patient and intelligent elves, though most Onamin still consider the fair folk to be a bit too flimsy.

Alignment and Religion[edit]

The Onamin pride themselves on maintaining an ordered society, as that is the main thing that differentiates them from their primal kin. They place little emphasis on matters of good and evil, however, and most Onamin are lawful neutral.

Onamin generally worship the God King of Onamin. The God King's clerics may choose from the Fire, Law, Magic, Nobility, Protection, and Scalykind domains. The God King’s weapon of choice is the halberd.

Adventurers[edit]

Onamin who choose to leave their society behind generally do so to protect their kingdom from outside threats. Chaotic Onamin typically become adventurers in order to escape from their society’s strict laws. Onamin characters most often become sorcerers, though truly they are capable of fitting into just about any class without too much difficulty.

Racial Traits[edit]

  • +2 Constitution, +2 Charisma, -2 Wisdom: Onamin are tough and have a commanding presence, but are out of touch with the gods and tend to overlook minor details.
  • Humanoid (bestan, reptilian): Onamin are humanoids with the bestan and reptilian subtypes.
  • Medium: An Onamin has no bonuses or penalties based on its size.
  • Normal base land speed: 30 feet.
  • Dragon Scales: An Onamin's scaley body gives it +1 natural armor.
  • Dragon Fire: An Onamin casts spells with the [fire] descriptor at +1 caster level.
  • Automatic Languages: Onamin begin play speaking, reading, and writing Draconic.

Alternate Racial Traits[edit]

Favored Class Options[edit]

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
years + + +
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.

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